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Server hosts and players who has permission to manage money can transfer money from the bank freely and they can adjust every players salaries as well (which is recommended).
You can also give other players money by selecting them in the crew list and moving money to their wallet, or as a host you can move other players money back to the bank if needed.
Also some "private storage locker" functionality to keep those unique items for the player
This I don't really like - dying in-game is one thing, disconnecting either because I need to sleep or because of internet problems or something else beyond my control shouldn't allow a free-for-all on my disconnected corpse. If I spend my hard-earned cash on a nice gun, special body armour, and keep some money in my wallet for a rainy day, get disconnected (or leave for the day) only to come back to find that I have nothing then I'd probably see little point in the money system, might as well just rob the dead.
items are disposable and easily replaced in this game
Getting real tired of people voting themselves thousands of $$$ and it passing despite getting <50% approval.
Or is this just more 'menu-management counts as gameplay' where I'm expected to do EVERYTHING BUT actually play the actual game as the host?
I swear this game would be a complete cake-walk if it weren't for the purposely gimped design choices and perpetual clangy-ness of the controls.
FIX YOUR DAMN LADDER/REPAIR/WELDING INTERACTIONS so I can actually repair the ♥♥♥♥♥♥♥ sub BEFORE you bother trying to force resource scarcity on everyone.
When the topside airlock is flooding and I can only try 'fixing' it for 0.5 seconds before automatically dismounting from the ladder and having the repair cycle RESET ITSELF, you've made some serious design flaws. (Yes, I'm using VANILLA subs, specifically the Typhon 2, but there are others with this exact same flaw)
1) Game is still under development. Your complaints are like someone knowingly buying an unfinished house and complaining that the hot tap doesn't work, while the plumber is actually there fitting it.
2) If you pay attention to Unstable you'll see that the ladder interactions thing has been fixed.
3) U mad?
I believe the vote% can be change by the host. Which you said you were.
The very next update allows for you to do things on ladders. So I believe this problem has been fixed already. You can try it for your self on the unstable version.
Doesn't explain why the DEFAULT values for a vote passing is <50%
Again, more needless menu management because the developers are too incompetent to actually do anything properly and instead expect the players to endlessly make up the difference as
Is used as a perpetual excuse for SHODDY GAME DESIGN, POOR IMPLEMENTATION, AND BORDERLINE HOSTILE USER-INTERFACE.
You do realise that there is NO BETTER TIME than during the ongoing development to actually SHARE YOUR ♥♥♥♥♥♥♥ OPINION ON THE ONGOING DEVELOPMENT?
Oh wait, you're just a consumer who doesn't put an ounce of thought into anything and instead just endlessly defends/apologises on the developers behalf instead of admitting that the game could have been designed better by default.
I.E. All the posts you make explaining how "you can just do X, Y, and Z" instead of the developers actually fixing the damn problem by adding/removing a single line of code.
If the plumbers were Corey and Jacob from The Trailer Park Boys routing plumbing through Marguerite's trailer ON THE ♥♥♥♥♥♥♥ FLOOR instead of UNDER and then expecting everything to be A-OK because they were going to cover it with ♥♥♥♥♥♥♥ carpeting, your shoddy metaphor might actually be somewhat relevant to the development of this game.
If you spent any time at all thinking, you'd realize not everyone wants to live with their noses permanently attached to the buttholes of the developers and every ♥♥♥♥♥♥♥ social media platform they are on.
Let alone want to play an EVEN MORE UNSTABLE version of an already unstable game.
Again, they decided that forcing resource scarcity on everyone was more important to get out into stable than proper ladder interactions.